/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2003 Iron Claw Interactive
Copyright (C) 2005-2009 Smokin' Guns

This file is part of Smokin' Guns.

Smokin' Guns is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Smokin' Guns is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Smokin' Guns; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"


/*
=============================================================================

  MODEL TESTING

The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.

Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".

The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

Testgun will cause the model to follow the player around and supress the real
view weapon model.  The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in
q3default.cfg.

If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.

Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.

=============================================================================
*/

/*
=================
CG_TestModel_f

Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) {
	vec3_t		angles;

	memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
	if ( trap_Argc() < 2 ) {
		return;
	}

	Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
	cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );

	if ( trap_Argc() == 3 ) {
		cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
		cg.testModelEntity.frame = 1;
		cg.testModelEntity.oldframe = 0;
	}
	if (! cg.testModelEntity.hModel ) {
		CG_Printf( "Can't register model\n" );
		return;
	}

	VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );

	angles[PITCH] = 0;
	angles[YAW] = 180 + cg.refdefViewAngles[1];
	angles[ROLL] = 0;

	AnglesToAxis( angles, cg.testModelEntity.axis );
	cg.testGun = qfalse;
}

/*
=================
CG_TestGun_f

Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
	CG_TestModel_f();
	cg.testGun = qtrue;
	cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}


void CG_TestModelNextFrame_f (void) {
	cg.testModelEntity.frame++;
	CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelPrevFrame_f (void) {
	cg.testModelEntity.frame--;
	if ( cg.testModelEntity.frame < 0 ) {
		cg.testModelEntity.frame = 0;
	}
	CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelNextSkin_f (void) {
	cg.testModelEntity.skinNum++;
	CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

void CG_TestModelPrevSkin_f (void) {
	cg.testModelEntity.skinNum--;
	if ( cg.testModelEntity.skinNum < 0 ) {
		cg.testModelEntity.skinNum = 0;
	}
	CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

static void CG_AddTestModel (void) {
	int		i;

	// re-register the model, because the level may have changed
	cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
	if (! cg.testModelEntity.hModel ) {
		CG_Printf ("Can't register model\n");
		return;
	}

	// if testing a gun, set the origin reletive to the view origin
	if ( cg.testGun ) {
		VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
		VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
		VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
		VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );

		// allow the position to be adjusted
		for (i=0 ; i<3 ; i++) {
			cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
			cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
			cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
		}
	}

	trap_R_AddRefEntityToScene( &cg.testModelEntity );
}



//============================================================================


/*
=================
CG_CalcVrect

Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void) {
	int		size;

	// the intermission should allways be full screen
	if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
		size = 100;
	} else {
		// bound normal viewsize
		if (cg_viewsize.integer < 30) {
			trap_Cvar_Set ("cg_viewsize","30");
			size = 30;
		} else if (cg_viewsize.integer > 100) {
			trap_Cvar_Set ("cg_viewsize","100");
			size = 100;
		} else {
			size = cg_viewsize.integer;
		}

	}
	cg.refdef.width = cgs.glconfig.vidWidth*size/100;
	cg.refdef.width &= ~1;

	cg.refdef.height = cgs.glconfig.vidHeight*size/100;
	cg.refdef.height &= ~1;

	cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
	cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}

//==============================================================================

/*
===============
CG_DeathCamView

===============
*/
static void CG_DeathCamView(void) {
	vec3_t			focusAngles;
	static vec3_t   prevorigin, prevangles, diffangles, difforigin;
	static int      prevclientframe;
	static float	diff;
	trace_t			trace;
	static vec3_t	mins = { -4, -4, -4 };
	static vec3_t	maxs = { 4, 4, 4 };
	vec3_t			tracestart, moveback;
	float			*origin;

	origin = cg.refdef.vieworg;
	VectorCopy(cg.snap->ps.grapplePoint, focusAngles);

	//VectorCopy(cg.refdefViewAngles, focusAngles);
	VectorAdd(origin, difforigin, origin);
	VectorCopy(origin, tracestart);
	VectorAdd(focusAngles, diffangles, focusAngles);
	//move back the camera to show player's body
	AngleVectors(focusAngles, moveback, NULL, NULL);
	VectorNegate(moveback, moveback);
	VectorMA(origin, 200, moveback, origin);
	origin[2]+=80;

	//trace to walls
	CG_Trace( &trace, tracestart, mins, maxs, origin, cg.predictedPlayerState.clientNum, MASK_SOLID );

	if ( trace.fraction != 1.0 ) {
		VectorCopy(trace.endpos, origin);
		origin[2] += (1.0 - trace.fraction) * 32;
		CG_Trace(&trace, tracestart, mins, maxs, origin, cg.predictedPlayerState.clientNum, MASK_SOLID);
		VectorCopy(trace.endpos, origin);
	}

	//try to smooth camera movement a bit
	if (prevclientframe==0 || focusAngles[YAW]!=prevangles[YAW] || focusAngles[PITCH]!=prevangles[PITCH]) {
		if (prevclientframe!=0) diff=cg.clientFrame-prevclientframe;
		diff=(diff==0)?1:diff; //avoid division by zero
 		prevclientframe=cg.clientFrame;
		VectorCopy(origin, prevorigin);
		VectorCopy(focusAngles, prevangles);
		VectorClear(diffangles);
		VectorClear(difforigin);
	} else {
		diffangles[YAW]+=(focusAngles[YAW]-prevangles[YAW]) / diff;
		diffangles[PITCH]+=(focusAngles[PITCH]-prevangles[PITCH]) / diff;
		diffangles[ROLL]+=(focusAngles[ROLL]-prevangles[ROLL]) / diff;
		VectorSubtract(origin, prevorigin, difforigin);
		VectorScale(difforigin, 1/diff, difforigin);
	}
	VectorCopy(focusAngles,cg.refdefViewAngles);
}

/*
===============
CG_OffsetThirdPersonView

===============
*/
#define	FOCUS_DISTANCE	512
static void CG_OffsetThirdPersonView( void ) {
	vec3_t		forward, right, up;
	vec3_t		view;
	vec3_t		focusAngles;
	trace_t		trace;
	static vec3_t	mins = { -4, -4, -4 };
	static vec3_t	maxs = { 4, 4, 4 };
	vec3_t		focusPoint;
	float		focusDist;
	float		forwardScale, sideScale;
	float		thirdPersonAngle, thirdPersonRange;

 	if(cgs.deathcam && (cg.snap->ps.stats[STAT_HEALTH] <= 0) && (cgs.gametype != GT_DUEL)
		    && !(cg.snap->ps.pm_flags & PMF_SUICIDE) && !(cg.snap->ps.pm_flags & PMF_FOLLOW)
		    && (cg.snap->ps.pm_type != PM_SPECTATOR)) {
	  //if dead & player didnt commit suicide & not specting sy, cs-style deathcam.
		CG_DeathCamView();
		return;
	}

	if(cg.snap->ps.pm_flags & PMF_FOLLOW ){
		thirdPersonAngle = 0.0;
		thirdPersonRange = 80;
	} else {
		thirdPersonAngle = cg_thirdPersonAngle.value;
		thirdPersonRange = cg_thirdPersonRange.value;
	}

	cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;

	VectorCopy( cg.refdefViewAngles, focusAngles );

	if ( focusAngles[PITCH] > 45 ) {
		focusAngles[PITCH] = 45;		// don't go too far overhead
	}
	AngleVectors( focusAngles, forward, NULL, NULL );

	VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );

	VectorCopy( cg.refdef.vieworg, view );

	view[2] += 8;

	AngleVectors( cg.refdefViewAngles, forward, right, up );

	forwardScale = cos( thirdPersonAngle / 180 * M_PI );
	sideScale = sin( thirdPersonAngle / 180 * M_PI );
	VectorMA( view, -thirdPersonRange * forwardScale, forward, view );
	VectorMA( view, -thirdPersonRange * sideScale, right, view );

	// trace a ray from the origin to the viewpoint to make sure the view isn't
	// in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything

		CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );

		if ( trace.fraction != 1.0 ) {
			VectorCopy( trace.endpos, view );
			view[2] += (1.0 - trace.fraction) * 32;
			// try another trace to this position, because a tunnel may have the ceiling
			// close enough that this is poking out

			CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
			VectorCopy( trace.endpos, view );
		}

	VectorCopy( view, cg.refdef.vieworg );

	// select pitch to look at focus point from vieword
	VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
	focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
	if ( focusDist < 1 ) {
		focusDist = 1;	// should never happen
	}
	cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
	cg.refdefViewAngles[YAW] -= thirdPersonAngle;
}


// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
	int		timeDelta;

	// smooth out stair climbing
	timeDelta = cg.time - cg.stepTime;
	if ( timeDelta < STEP_TIME ) {
		cg.refdef.vieworg[2] -= cg.stepChange
			* (STEP_TIME - timeDelta) / STEP_TIME;
	}
}

#define	WAIT_TIME 1000.0f

/*
===============
CG_DuelIntroView
===============
*/
static void CG_DuelIntroView( void ) {
	float	factor = (float)(cg.time - cg.introstart - WAIT_TIME)/(DU_INTRO_CAM-WAIT_TIME);
	vec3_t	dist_origin, dist_angles, view_dir, inter_dir;
	int		i;

	vec3_t intermission_angles, intermission_origin;

	VectorCopy(cg_intermission_origin[cg.currentmappart], intermission_origin);
	VectorCopy(cg_intermission_angles[cg.currentmappart], intermission_angles);

	if(cg.time - cg.introstart <= WAIT_TIME){
		VectorCopy(intermission_origin, cg.refdef.vieworg);
		VectorCopy(intermission_angles, cg.refdefViewAngles);
		return;
	}

	VectorSubtract( cg.refdef.vieworg, intermission_origin, dist_origin);

	AngleVectors(cg.refdefViewAngles, view_dir, NULL, NULL);
	AngleVectors(intermission_angles, inter_dir, NULL, NULL);
	VectorSubtract( view_dir, inter_dir, dist_angles);

	// origin
	for(i = 0; i < 3; i++){
		cg.refdef.vieworg[i] = intermission_origin[i] + dist_origin[i]*factor;

		dist_angles[i] = inter_dir[i] + dist_angles[i]*factor;
	}

	vectoangles(dist_angles, cg.refdefViewAngles);
}

/*
===============
CG_OffsetFirstPersonView

===============
*/
static void CG_OffsetFirstPersonView( void ) {
	float			*origin;
	float			*angles;
	float			bob;
	float			ratio;
	float			delta;
	float			speed;
	float			f;
	vec3_t			predictedVelocity;
	int				timeDelta;
	int	land_deflect_time = LAND_DEFLECT_TIME;
	int land_return_time = LAND_RETURN_TIME;
	int	shoot_deflect_time = LAND_DEFLECT_TIME - 50;

	if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
		return;
	}

	origin = cg.refdef.vieworg;
	angles = cg.refdefViewAngles;

	// add view height
	origin[2] += cg.predictedPlayerState.viewheight;

	// pivot the eye based on a neck length, new system by spoon
	if(cg.snap->ps.persistant[PERS_TEAM] < TEAM_SPECTATOR){
		BG_ModifyEyeAngles( origin, angles, CG_Trace, cg.legOffset,
			qfalse);
	}

	// add angles based on weapon kick
	VectorAdd (angles, cg.kick_angles, angles);

	// add angles based on damage kick
	if ( cg.damageTime ) {
		ratio = cg.time - cg.damageTime;
		if ( ratio < DAMAGE_DEFLECT_TIME ) {
			ratio /= DAMAGE_DEFLECT_TIME;
			angles[PITCH] += ratio * cg.v_dmg_pitch;
			angles[ROLL] += ratio * cg.v_dmg_roll;
		} else {
			ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
			if ( ratio > 0 ) {
				angles[PITCH] += ratio * cg.v_dmg_pitch;
				angles[ROLL] += ratio * cg.v_dmg_roll;
			}
		}
	}

	// add pitch based on fall kick
#if 0
	ratio = ( cg.time - cg.landTime) / FALL_TIME;
	if (ratio < 0)
		ratio = 0;
	angles[PITCH] += ratio * cg.fall_value;
#endif

	// add angles based on velocity
	VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );

	delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
	angles[PITCH] += delta * cg_runpitch.value;

	delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
	angles[ROLL] -= delta * cg_runroll.value;

	// add angles based on bob

	// make sure the bob is visible even at low speeds
	speed = cg.xyspeed > 200 ? cg.xyspeed : 200;

	delta = cg.bobfracsin * cg_bobpitch.value * speed;
	if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
		delta *= 3;		// crouching
	angles[PITCH] += delta;
	delta = cg.bobfracsin * cg_bobroll.value * speed;
	if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
		delta *= 3;		// crouching accentuates roll
	if (cg.bobcycle & 1)
		delta = -delta;
	angles[ROLL] += delta;

//===================================

	// smooth out duck height changes
	timeDelta = cg.time - cg.duckTime;
	if ( timeDelta < DUCK_TIME) {
		cg.refdef.vieworg[2] -= cg.duckChange
			* (DUCK_TIME - timeDelta) / DUCK_TIME;
	}

	// add bob height
	bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
	if (bob > 6) {
		bob = 6;
	}

	origin[2] += bob;
	cg.legOffset[2] += bob;

	//check for bullethit
	if(!cg.landChange && cg.landAngleChange){
		land_deflect_time /= 2;
		land_return_time /= 2;
	}

	// add fall height
	delta = cg.time - cg.landTime;
	if ( delta < land_deflect_time ) {
		f = delta / land_deflect_time;
		cg.refdef.vieworg[2] += cg.landChange * f;
		//anglechange
		cg.refdefViewAngles[ROLL] += cg.landAngleChange *f;
	} else if ( delta < land_deflect_time + land_return_time ) {
		delta -= land_deflect_time;
		f = 1.0 - ( delta / land_return_time );
		cg.refdef.vieworg[2] += cg.landChange * f;
		//anglechange
		cg.refdefViewAngles[ROLL] += cg.landAngleChange *f;
	}

	// add shoot height
	delta = cg.time - cg.shootTime;
	if ( delta < shoot_deflect_time   ) {
		f = delta / shoot_deflect_time;
		cg.refdef.vieworg[2] += cg.shootChange * f;
		//anglechange
		cg.refdefViewAngles[PITCH] -= cg.shootAngleChange *f;
	} else if ( delta < shoot_deflect_time + land_return_time ) {
		delta -= shoot_deflect_time;
		f = 1.0 - ( delta / land_return_time );
		cg.refdef.vieworg[2] += cg.shootChange * f;
		//anglechange
		cg.refdefViewAngles[PITCH] -= cg.shootAngleChange *f;
	}

	// add step offset
	CG_StepOffset();

	// add kick offset

	VectorAdd (origin, cg.kick_origin, origin);

	// pivot the eye based on a neck length
#if 0
	{
#define	NECK_LENGTH		8
	vec3_t			forward, up;

	cg.refdef.vieworg[2] -= NECK_LENGTH;
	AngleVectors( cg.refdefViewAngles, forward, NULL, up );
	VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
	VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
	}
#endif
}

//======================================================================

void CG_ZoomDown_f( void ) {
	if ( cg.zoomed ) {
		return;
	}
	cg.zoomed = qtrue;
	cg.zoomTime = -1;
}

void CG_ZoomUp_f( void ) {
	if ( !cg.zoomed ) {
		return;
	}
	cg.zoomed = qfalse;
	cg.zoomTime = -1;
}


/*
====================
CG_CalcFov

Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define	WAVE_AMPLITUDE	1
#define	WAVE_FREQUENCY	0.4

static int CG_CalcFov( void ) {
	float	x;
	float	phase;
	float	v;
	int		contents;
	float	fov_x, fov_y;
	float	zoomFov;
	float	f;
	int		inwater;

	if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
		// if in intermission, use a fixed value
		fov_x = 90;
	} else {
		// user selectable
		if ( cgs.dmflags & DF_FIXED_FOV ) {
			// dmflag to prevent wide fov for all clients
			fov_x = 90;
		} else {
			fov_x = cg_fov.value;
			if ( fov_x < 1 ) {
				fov_x = 1;
			} else if ( fov_x > 160 ) {
				fov_x = 160;
			}
		}

		// account for zooms
		zoomFov = cg_zoomFov.value;

		if ( zoomFov < 1 ) {
			zoomFov = 1;
		} else if ( zoomFov > 160 ) {
			zoomFov = 160;
		}

		if(cg.snap->ps.persistant[PERS_TEAM] >= TEAM_SPECTATOR ||
			cg.snap->ps.stats[STAT_HEALTH] <= 0)
			cg.zoomed = qfalse;

		if ( cg.zoomed ) {
			f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
			if ( f > 1.0 ) {
				fov_x = zoomFov;
			} else {
				fov_x = fov_x + f * ( zoomFov - fov_x );
			}
		} else {
			f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
			if ( f > 1.0 ) {
				fov_x = fov_x;
			} else {
				fov_x = zoomFov + f * ( fov_x - zoomFov );
			}
		}
	}

	x = cg.refdef.width / tan( fov_x / 360 * M_PI );
	fov_y = atan2( cg.refdef.height, x );
	fov_y = fov_y * 360 / M_PI;

	// warp if underwater
	contents = CG_PointContents( cg.refdef.vieworg, -1 );
	if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
		phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
		v = WAVE_AMPLITUDE * sin( phase );
		fov_x += v;
		fov_y -= v;
		inwater = qtrue;
	}
	else {
		inwater = qfalse;
	}


	// set it
	cg.refdef.fov_x = fov_x;
	cg.refdef.fov_y = fov_y;

	if ( !cg.zoomed ) {
		cg.zoomSensitivity = 1;
	} else {
		cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
	}

	return inwater;
}



/*
===============
CG_DamageBlendBlob

===============
*/
static void CG_DamageBlendBlob( void ) {
	int			t;
	int			maxTime;
	refEntity_t		ent;

	if ( !cg.damageValue ) {
		return;
	}

	//if (cg.cameraMode) {
	//	return;
	//}

	// ragePro systems can't fade blends, so don't obscure the screen
	if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
		return;
	}

	maxTime = DAMAGE_TIME;
	t = cg.time - cg.damageTime;
	if ( t <= 0 || t >= maxTime ) {
		return;
	}


	memset( &ent, 0, sizeof( ent ) );
	ent.reType = RT_SPRITE;
	ent.renderfx = RF_FIRST_PERSON;

	VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
	VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
	VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );

	ent.radius = cg.damageValue * 3;
	ent.customShader = cgs.media.viewBloodShader;
	ent.shaderRGBA[0] = 255;
	ent.shaderRGBA[1] = 255;
	ent.shaderRGBA[2] = 255;
	ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
	trap_R_AddRefEntityToScene( &ent );
}


/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
	playerState_t	*ps;

	memset( &cg.refdef, 0, sizeof( cg.refdef ) );

	// strings for in game rendering
	// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
	// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );

	// calculate size of 3D view
	CG_CalcVrect();

	ps = &cg.predictedPlayerState;
/*
	if (cg.cameraMode) {
		vec3_t origin, angles;
		if (trap_getCameraInfo(cg.time, &origin, &angles)) {
			VectorCopy(origin, cg.refdef.vieworg);
			angles[ROLL] = 0;
			VectorCopy(angles, cg.refdefViewAngles);
			AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
			return CG_CalcFov();
		} else {
			cg.cameraMode = qfalse;
		}
	}
*/
	// intermission view
	if ( ps->pm_type == PM_INTERMISSION ) {
		VectorCopy( ps->origin, cg.refdef.vieworg );
		VectorCopy( ps->viewangles, cg.refdefViewAngles );
		AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
		return CG_CalcFov();
	}

	cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
	cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
	cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
		ps->velocity[1] * ps->velocity[1] );


	VectorCopy( ps->origin, cg.refdef.vieworg );
	VectorCopy( ps->viewangles, cg.refdefViewAngles );

	//link to view to head of ppm if dying - edited, only do this if the player killed himself
	//or specting someone else
	if ((((ps->pm_flags & PMF_SUICIDE) || !cgs.deathcam || cgs.gametype == GT_DUEL)
		    && (ps->pm_type == PM_DEAD) && (!cg.renderingThirdPerson))
	        || ((cg.snap->ps.pm_flags & PMF_FOLLOW) && (cg.snap->ps.pm_type != PM_CHASECAM)
	        && (ps->stats[STAT_HEALTH] <= 0))) {
		VectorCopy(cg.anim_viewangles, cg.refdefViewAngles);
		VectorCopy(cg.anim_vieworigin, cg.refdef.vieworg);
	}

	if (cg_cameraOrbit.integer) {
		if (cg.time > cg.nextOrbitTime) {
			cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
			cg_thirdPersonAngle.value += cg_cameraOrbit.value;
		}
	}
	// add error decay
	if ( cg_errorDecay.value > 0 ) {
		int		t;
		float	f;

		t = cg.time - cg.predictedErrorTime;
		f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
		if ( f > 0 && f < 1 ) {
			VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
		} else {
			cg.predictedErrorTime = 0;
		}
	}

	// this is a special camera movement around the players
	if(cg.introend - DU_INTRO_DRAW >= cg.time && cgs.gametype == GT_DUEL &&
			cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_FREE &&
			!(cg.snap->ps.pm_flags & PMF_FOLLOW)) {

		CG_OffsetFirstPersonView();
		CG_DuelIntroView();

	} else if ((cg.renderingThirdPerson ||(cg.snap->ps.pm_flags & PMF_FOLLOW &&
	                     cg.snap->ps.pm_type == PM_CHASECAM)) && !cg.introstart) {
		// back away from character
		CG_OffsetThirdPersonView();
		cg.introstart = 0;
	} else {
		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();
		cg.introstart = 0;
	}

	// position eye relative to origin
	AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

	if ( cg.hyperspace ) {
		cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
	}

	// field of view
	return CG_CalcFov();
}

/*
=====================
CG_AddBufferedSound
=====================
*/
void CG_AddBufferedSound( sfxHandle_t sfx ) {
	if ( !sfx )
		return;
	cg.soundBuffer[cg.soundBufferIn] = sfx;
	cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
	if (cg.soundBufferIn == cg.soundBufferOut) {
		cg.soundBufferOut++;
	}
}

/*
=====================
CG_PlayBufferedSounds
=====================
*/
static void CG_PlayBufferedSounds( void ) {
	if ( cg.soundTime < cg.time ) {
		if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
			cg.soundBuffer[cg.soundBufferOut] = 0;
			cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
			cg.soundTime = cg.time + 750;
		}
	}
}

//=========================================================================

/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qbool demoPlayback ) {
	int		inwater;

	cg.time = serverTime;

//unlagged - lag simulation #1
	// adjust the clock to reflect latent snaps
	cg.time -= cg_latentSnaps.integer * (1000 / sv_fps.integer);
//unlagged - lag simulation #1

	cg.demoPlayback = demoPlayback;

	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.infoScreenText[0] != 0 ) {
		CG_DrawInformation();
		return;
	}

	// any looped sounds will be respecified as entities
	// are added to the render list
	trap_S_ClearLoopingSounds(qfalse);

	// clear all the render lists
	trap_R_ClearScene();

	// set up cg.snap and possibly cg.nextSnap
	CG_ProcessSnapshots();

	// if we haven't received any snapshots yet, all
	// we can draw is the information screen
	if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
		CG_DrawInformation();
		return;
	}

	// let the client system know what our weapon and zoom settings are
	trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
	// WP_SEC_PISTOL 's special value has been transmitted.
	// Restore cg.weaponSelect
	if (cg.weaponSelect == WP_SEC_PISTOL)
		cg.weaponSelect = cg._weaponSelect;

	// this counter will be bumped for every valid scene we generate
	cg.clientFrame++;

	// check if duel start sound has to be played
	if(cg.roundstarttime && cg.roundstarttime <= cg.time && cgs.gametype == GT_DUEL){
		cg.introstart = cg.roundstarttime;

		cg.introend = cg.introstart + DU_INTRO_CAM + DU_INTRO_DRAW;
		cg.roundstarttime = 0;

		// cycle through the start tracks
		trap_S_StartLocalSound( cgs.media.duelstart[cg.duelstartsound], CHAN_ANNOUNCER );
		cg.duelstartsound++;
		if(cg.duelstartsound == 5)
			cg.duelstartsound = 0;
	}

	// update cg.predictedPlayerState
	CG_PredictPlayerState();

	// decide on third person view
	cg.renderingThirdPerson = cg_thirdPerson.integer || cg.introstart || (cgs.deathcam && (cg.snap->ps.stats[STAT_HEALTH] <= 0)
		                      && !(cg.snap->ps.pm_flags & PMF_SUICIDE) && !(cg.snap->ps.pm_flags & PMF_FOLLOW)
							  && (cg.snap->ps.pm_type != PM_CHASECAM) && (cgs.gametype != GT_DUEL));

	// build cg.refdef
	inwater = CG_CalcViewValues();

	// build cg_frustum, from cg.refdef
	CG_SetupFrustum();

	// first person blend blobs, done after AnglesToAxis
	if ( !cg.renderingThirdPerson ) {
		CG_DamageBlendBlob();
	}

	// build the render lists
	if ( !cg.hyperspace ) {
		CG_AddPacketEntities();			// adter calcViewValues, so predicted player state is correct
		CG_AddMarks();
		CG_AddLocalEntities();
	}

	CG_AddViewWeapon( &cg.predictedPlayerState );

	// add buffered sounds
	CG_PlayBufferedSounds();

	// finish up the rest of the refdef
	if ( cg.testModelEntity.hModel ) {
		CG_AddTestModel();
	}
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

	// update audio positions
	trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );

	// make sure the lagometerSample and frame timing isn't done twice when in stereo
	if ( stereoView != STEREO_RIGHT ) {
		cg.frametime = cg.time - cg.oldTime;
		if ( cg.frametime < 0 ) {
			cg.frametime = 0;
		}
		cg.oldTime = cg.time;
		CG_AddLagometerFrameInfo();
	}
	if (cg_timescale.value != cg_timescaleFadeEnd.value) {
		if (cg_timescale.value < cg_timescaleFadeEnd.value) {
			cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
			if (cg_timescale.value > cg_timescaleFadeEnd.value)
				cg_timescale.value = cg_timescaleFadeEnd.value;
		}
		else {
			cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
			if (cg_timescale.value < cg_timescaleFadeEnd.value)
				cg_timescale.value = cg_timescaleFadeEnd.value;
		}
		if (cg_timescaleFadeSpeed.value) {
			trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
		}
	}

	// actually issue the rendering calls
	CG_DrawActive( stereoView );

	if ( cg_stats.integer ) {
		CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
	}


}

